custom interchangeをブループリントで作っていますが

  1. Not sure it is exactly what you want, however:
  • You can make a custom material and if you use specific custom parameters name then UE will fill your material instance properly with the data coming from the FBX.
    e.g.: DiffuseColor, DiffuseColorMap, DiffuseColorMapWeight. You can have a look at /InterchangeAssets/Materials/PhongSurfaceMaterial OR /InterchangeAssets/Materials/LambertSurfaceMaterial for example of parameter values you can use.

I can make a custom material like this, and then I import the FBX with “MaterialInstance” and using this Material as my master material. UE will attached the texture as it would have done with default material


  1. You can try something like that. First line is to deactivate material node so it does not create unwanted material. Second line is to replace material on created asset.
    Interchange Custom Pipeline - Deactivate Material Node and replace material on static mesh posted by anonymous | blueprintUE | PasteBin For Unreal Engine